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  1. Past hour
  2. I used zx32 back in those days, but it's definitely out of date now. I believe this list of emulators may be useful, and also this one (the latter featuring direct download links).
  3. Today
  4. Welcome to the forum, Byron! 🙂 Thank you for creating the two versions of "Manic Miner: The Lost Levels" and releasing them here - it's greatly appreciated! 👍 Thank you also for mentioning myself and JSW Central 🙂 . You seem to be a fast worker, with a conversion of the SAM Coupé levels already underway! That's impressive. I couldn't give you any legal advice as such, but I generally don't think anyone should be after you for converting them to the ZX Spectrum (and making the conversion public, of course). One thing to possibly consider regarding this project would be whether using one of the 128K JSW64 game engines could help overcome at least some of the problems related to the game engine differences. Furthermore, since there are more than one set of caverns in the SAM Coupé version (three IIRC? - is is the original set and two additional ones???), they could all be put together in the same game file - if you considered it a good idea, of course.
  5. Thanks Daniel, I’ll have a look at those. I had the old zx32 emulator but is over 20 years old and kept crashing so thought I’d check out some newer ones 👍🏻
  6. That makes perfect sense. I think people who have tweaked the code usually did it to make the game run *faster*, though - or at least that's what they usually referred to or seemed to be aiming at. Hence my observation (paired with the often heard complaints or comments about the difficulty level of various games).
  7. It's good to know (from the other thread) that you did get your old laptop working. I use two emulators: ZX Spin (which is free) for playing (I pretty much always play using Rollback, i.e. RZX-recording games and being able to roll them back to cue points if I lose a life or want to repeat a manoeuvre) and Spectaculator (of which I own a registered copy) for watching RZX recordings and for playing them back when I record videos for the JSW Central YouTube channel. However, these are just my personal preferences. I know people use other emulators, like Fuse or Qaop. It would actually be interesting to hear what other emulators people use these days 🙂 .
  8. Great news! 😁 Indeed it is! And you've come back at just the right time, because 2023 was an exceptional year for the MM and JSW games for the ZX Spectrum with a record number (compared to the previous decade and a half, at least) of releases of brand-new games, as I tried to summarise here. So now you've got a chance to contribute to this positive dynamic! 😉
  9. Totally agree. I had a very quick look today (got the old laptop working for now) and seems I added quite a lot to Phantasmagoria form the original MC version I have. It would be a shame to waste both so I’m happy to work it out depending on MC interest down the line. I will prioritise Voyager though. Yeh I totally understand about “real life” as it’s all busy here too. For me a bit of JSW-MM editing is good downtime I can jump in and out of quickly. I’m happily surprised that the scene is so vibrant 😊
  10. Thanks - I’ll have a look at that. To be honest I haven’t looked that hard yet! I guess I was lazily hoping someone would point me at one hehe. On the plus side I have got my very old windows laptop working (Win10), and will try JSWED on it this weekend. May be easier as my Mac is an iMac so not portable. I’ll likely have to find a newer emulator as my 20 year old one is a bit glitchy!
  11. Making something run more efficiently doesn't have to mean speeding it up - it can be used to make the game run at a smooth speed (syncing to display refresh and counting frames) instead of speeding up when there are less enemies and slowing down when there are more, or add other more complex elements to the game. Personally I think somewhere between original Manic Miner's Central Cavern with music off (about 12fps) and the GBA version (20fps) is a good speed, which is why I set the default speed to 15fps in Redux.
  12. Either is fine. Outside of the MM/JSW world I usually use "Daniel". Here many people refer to me as "Danny", probably because of the nickname "jetsetdanny", which I created as a username for e-mail and forums, but I've never been particularly attached to (never used it as a nickname to sign my games or other projects I've been involved in). But I kind of like "Danny" and I've grown quite used to it 🙂 . It'll be a pleasure 🙂 . I'm looking forward to it already! A great list! 😁 It's your call, of course, but I would definitely second finishing "Voyager" first, given how much work you have put into it already. It just seems such a waste when advanced projects don't get finished... Later on, let's see about the Mass Collab. I did mention that 'outside-life' circumstances (not to say 'real-life', since MM and JSW are as real to me! 😉) may not allow me to attend to it for quite a while, but we'll see. Perhaps your active involvement (in one way or another, taking "Phantasmagoria" into account) could help me prioritise it over some other projects/activities. After all, it's a very advanced project, too, so it must not go to waste. I definitely won't let it go to waste, it's beyond any doubt for me that it should be finished (with some involvement from the new generation of JSW authors, if they wish to contribute), it's just a question of proper timing and harmonising the time and effort it will require with 'outside' pressures...
  13. GawpGRP

    Hello (again)!

    Yes that is the correct link - there are many sub pages, and certainly at the time Carl was confident he had it all, and I uploaded everything he saved. Obviously some of the external links may not still work. Sadly I don’t think I have it saved anywhere now - I will double check though.
  14. Thanks for the file, Andy! 🙂 It does run visibly faster than the original.* * One thing that has always puzzled me is why some people are so excited about speeding MM and JSW up (there have been various attempts to do it, some admittedly very successful), while others complain that these (and many newly created MM/JSW) games are so difficult. It seems to be a contradiction. If you take a difficult game (where manual dexterity is involved) and make it run faster, it will be even more difficult. So anyone who thinks these games are difficult (and they are, *unless* you use Rollback, for example), should be thinking of slowing them down rather than speeding them up. That's what I think would be logical, at least...
  15. Thanks, Gary! 👍 Could you give us the link to where Erix1's site is preserved though? I'm aware of this page, but it doesn't look like a whole site of his. One obvious thing I could link to from JSW Central would be his (preserved) home pages of "Manic Miner Mythologies: Eugene - Lord of the Bathroom" and "Maria vs. Some Bastards".
  16. Hi Spider, Many thanks I have found the videos. Do you know if it still OK to convert the game for the Spectrum? I have already started on the first level.
  17. Yesterday
  18. Just been playing this, through to Attack of the Mutant Telephones on my first go, very smooth and playable, thanks Andy!
  19. We have gone over 16,000 posts on the forum today, 25th April 2024! 😁 You can't see it on the main page with this new version of the software (because it only shows a rounded-up number), but we have been tracking it on the admins' side and it's just happened. A big thank you to everyone who keeps the forum going! 🙂
  20. There are videos here of those caverns too. The 'full' game itself is denied (afaik) however there are a few variants, some don't have the extra caverns and some do, plus the freebie 'demo' one that only contains a couple of caverns. The actual 'layout' is very similar in the code itself.
  21. Hi Spider, I have found this video "SAM Coupé Longplay - Manic Miner - The Deeper Caverns" it looks very interesting and yes I would need a workaround for the trampolines or vacuum descents. All the best
  22. Yes no issues. The initial problems I thought about were the extra features aka trampolines or like "vacuum decent" but it would be possible to work around those.
  23. Hello Gawp. I have asked about Mac editors previously, I do have a pc, but tend to use my macbook more these for most things, so a Mac editor would be really good. In truth I have not looked that hard, it may be that someone has compiled JSWED for Mac and it is currently on github or the like, have you had a good look for it? EDIT: this looks interesting? https://github.com/muckypaws/Manic-Miner-Engine
  24. Hi Spider, Many thanks, this is the first time that I have tried to do something like this so it's great to get some feedback 👍 If it is OK with you I will have a look for the Sam Coupe version and maybe give that a go at converting it ❗ ❗ All the best, B
  25. Thank you. That's impressive. 🙂 I did look closely at the other two level sets for the Sam Coupe with a thought to porting those over, as in either one "40 cavern" game or perhaps two separate ones but it is still very much on the back-burner.
  26. After watching Manic Miner Ports by RetroGamerDiaries I wondered if it would be possible to convert these levels back into the original Spectrum format. The levels are from the Oric-1, Dragon 32, Amstrad CPC, BBC Micro and the Gameboy Advance releases and tries to replicate them as close as the original 48K game mechanic allows. Here is the screen from the Dragon 32 against the Spectrum conversion, one of the limitations is that the level Guards all need to be the same sprite, so they are all Penguins. Here is the screen from the Gameboy Advance against the Spectrum conversion, the level Guards can’t move over other objects, so the Seal is above the conveyor. The Space Shuttle level from the Oric-1 uses the lever to remove a section of wall and The Meteor Storm level from the BBC Micro has a beam effect that I wasn't able to replicate. As with the original version there are only 20 levels, but apart from that all the gameplay is identical to the original. As far as I have tested the usual pokes and the 6031769 boot will work. This is the gameplay order and where all the levels came from. Level Title System Level 01 Not Central Cavern Oric-1 Level 28 02 The Dragon Users Bonus Dragon 32 Level 21 03 The End Of The World Oric-1 Level 22 04 Flunky Punky Munkie Gameboy Advance Level 1 05 The Catacombs Gameboy Advance Level 4 06 Mummy Daddy Gameboy Advance Level 7 07 Nightmare Before Last Night Gameboy Advance Level 10 08 Helium House on the Highlands Gameboy Advance Level 13 09 Metropolis Bingo Gameboy Advance Level 16 10 Eugene’s Other Lair Gameboy Advance Level 19 11 Tokyo Uh Oh Gameboy Advance Level 22 12 Jester Under the Bed Gameboy Advance Level 25 13 Clockwork Satsuma Gameboy Advance Level 28 14 The Space Shuttle Oric-1 Level 23 15 The End Dragon 32 Level 22 16 The Meteor Storm BBC Micro Level 19 17 The Channel Tunnel Oric-1 Level 27 18 At The Centre Of The Earth Oric-1 Level 21 19 The Final BBC Barrier BBC Micro Level 20 20 This, folks, is the Last Cavern Amstrad CPC Level 20 While making The Lost Levels I found out that there was a port for the Nintendo DS that includes all the Oric-1 levels that I hadn’t converted along with some of the ones that I have already done (typical) but missing most of the Gameboy Advance versions. So there are 2 versions, it’s a compromise. This follows the DS level order the levels that are missing from my first attempt are highlighted. Level Title System Level 01 Home at Last? Oric-1 Level 17 02 The Airlock Oric-1 Level 24 03 The End of the World Oric-1 Level 22 04 The Hall of the Mountain Kong Oric-1 Level 20 05 Back to Work Oric-1 Level 18 06 The Dragon Users Bonus Dragon 32 Level 21 07 Not Central Cavern Oric-1 Level 28 08 Down the Pit Oric-1 Level 19 09 Metropolis Bingo Gameboy Advance Level 16 10 At The Centre Of The Earth Oric-1 Level 21 11 Eddie’s Forest Nintendo DS Level 11 12 In a Deep Dark Hole Oric-1 Level 26 13 The Channel Tunnel Oric-1 Level 27 14 Tokyo Uh Oh Gameboy Advance Level 22 15 The Space Shuttle Oric-1 Level 23 16 Where's the Hyperspace Button? Oric-1 Level 25 17 The Meteor Storm BBC Micro Level 19 18 The End Dragon 32 Level 22 19 The Final BBC Barrier BBC Micro Level 20 20 This, folks, is the Last Cavern Amstrad CPC Level 20 Both versions are intended to give the experience of what these versions could have been like if they had been coded for the spectrum and try to follow the originals as closely as possible. This is my first attempt at something like this and there are some things and people to mention. This version was made using the JSWED v2.3.7 by John Elliott, and a big thanks to John for his support with some of the questions that I had when first using the editor. The loading Screen was created in Multipaint by Tero Heikkinen. All the levels were tested on original hardware from Cassette and 3” Disk as well as the ZX Spin v 0.666 and ZXBaremulator version 3.2 emulators. The .tap and .tzx files were assembled in BASin release 14b. Labels for Cassette and Disk were created in LibreOffice Impress. One Final Credit: A big thanks to Daniel Gromann at JSW Central for testing all the levels, all the advice about the gameplay. It would not be possible without his support. For me this was just a bit of tinkering to just see if it was possible and It was a great learning experience putting these levels together. I’m thrilled to see it made available to anyone that wants to give it a go. All the best, Byron Lost Levels DS.zip Lost Levels.zip
  27. GawpGRP

    Hello (again)!

    That's good news for me playing wise - though it may impact my creating time haha 😄 I'm looking forward to playing these Great to see some of the old crew is active, and as you say many more besides! As a side note, you have probably already noticed, Erix1's old Manic Miner Tech site was saved in the JSW remakes site. Vidar gave full permission for that so I'm sure he won't have an objection if you use it or link to it on JSW central. There's some good stuff in there.
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